dotnet core jank

This commit is contained in:
Mike 2020-11-02 20:02:03 -08:00
parent c3e9e7cf80
commit 5317c2745d
5 changed files with 140 additions and 76 deletions

24
.vscode/launch.json vendored
View File

@ -4,7 +4,23 @@
"version": "0.2.0",
"configurations": [
{
"name": "Launch (dotnet)",
"type": "coreclr",
"request": "launch",
"preLaunchTask": "Build (Debug)",
"program": "${workspaceFolder}/project_name/bin/Debug/project_name.dll",
"args": [],
"cwd": "${workspaceFolder}/project_name",
"console": "internalConsole",
"stopAtEntry": false,
"internalConsoleOptions": "openOnSessionStart",
"osx":{
"env": {
"DYLD_LIBRARY_PATH": "${workspaceFolder}/project_name/bin/Debug/osx/"
}
}
},
{
"name": "Launch (Mac)",
"type": "mono",
@ -18,7 +34,7 @@
}
}
},
{
"name": "Launch Without Building (Mac)",
"type": "mono",
@ -40,7 +56,7 @@
"cwd": "${workspaceFolder}/project_name",
"preLaunchTask": "Build (Debug)"
},
{
"name": "Launch Without Building (Windows)",
"type": "clr",
@ -57,4 +73,4 @@
"port": 55555
}
]
}
}

27
.vscode/tasks.json vendored
View File

@ -1,6 +1,19 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "dotnet Build and Run (Debug)",
"type": "shell",
"group": "build",
"osx":{
"command": "dotnet ${workspaceFolder}/project_name/bin/Debug/project_name.dll",
"env": {
"DYLD_LIBRARY_PATH": "${workspaceFolder}/project_name/bin/Debug/osx/"
},
},
"dependsOn": "Build (Debug)",
"problemMatcher": "$msCompile"
},
{
"label": "Restore Project",
"type": "shell",
@ -8,7 +21,7 @@
"group": "build",
"problemMatcher": "$msCompile"
},
{
// this does a bunch of stuff:
// - update submodules to lastest (fetch latest Nez version)
@ -117,7 +130,7 @@
},
"problemMatcher": "$msCompile"
},
{
"label": "Build Content",
"type": "shell",
@ -136,8 +149,8 @@
"osx": {
"command": "mono /Applications/Pipeline.app/Contents/MonoBundle/MGCB.exe /@:Content.mgcb -r",
},
"windows": {
"command":"C:/Program Files (x86)/MSBuild/MonoGame/v3.0/Tools/MGCB.exe",
"windows": {
"command":"C:/Program Files (x86)/MSBuild/MonoGame/v3.0/Tools/MGCB.exe",
"args": [
"/@:Content.mgcb",
"-r"
@ -161,7 +174,7 @@
},
"problemMatcher": "$msCompile"
},
{
"label": "Process T4 Templates",
"type": "shell",
@ -170,9 +183,9 @@
},
"windows": {
"command": "powershell",
"args": [
"args": [
"-File",
"${workspaceFolder}/.vscode/processT4Templates.ps1"
"${workspaceFolder}/.vscode/processT4Templates.ps1"
]
},
"group": "build",

View File

@ -1,32 +1,35 @@
using System;
using System.Reflection;
using System.Runtime.InteropServices;
using Nez;
using Nez.ImGuiTools;
namespace project_name
{
class Game1 : Core
{
public Game1() : base()
{
class Game1 : Core
{
public Game1() : base()
{
// uncomment this line for scaled pixel art games
// System.Environment.SetEnvironmentVariable("FNA_OPENGL_BACKBUFFER_SCALE_NEAREST", "1");
}
}
override protected void Initialize()
{
base.Initialize();
override protected void Initialize()
{
base.Initialize();
Scene = new DefaultScene();
Scene = new DefaultScene();
#if DEBUG
System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
// System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
// optionally render Nez in an ImGui window
// optionally render Nez in an ImGui window
var imGuiManager = new ImGuiManager();
Core.RegisterGlobalManager(imGuiManager);
// optionally load up ImGui DLL if not using the above setup so that its command gets loaded in the DebugConsole
//System.Reflection.Assembly.Load("Nez.ImGui")
#endif
}
}
}
}
}

View File

@ -1,51 +1,82 @@
using System;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
namespace project_name
{
class Program
{
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDefaultDllDirectories(int directoryFlags);
class Program
{
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDefaultDllDirectories(int directoryFlags);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
static extern void AddDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
static extern void AddDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
public static void Main(string[] args)
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
public static void Main(string[] args)
{
NativeLibrary.SetDllImportResolver(typeof(Microsoft.Xna.Framework.Color).Assembly, ImportResolver);
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
{
try
{
SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
AddDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
catch
{
// Pre-Windows 7, KB2533623
SetDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
}
using (Game1 game = new Game1())
{
game.Run();
}
}
private static IntPtr ImportResolver(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
{
IntPtr libHandle = IntPtr.Zero;
if (libraryName == "FNA3D")
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
NativeLibrary.TryLoad("bin/Debug/x64/FNA3D.dll", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
NativeLibrary.TryLoad("bin/Debug/osx/libFNA3D.0.dylib", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
NativeLibrary.TryLoad("bin/Debug/lib64/libFNA3D.so.0", assembly, DllImportSearchPath.System32, out libHandle);
}
else if (libraryName == "SDL2")
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
NativeLibrary.TryLoad("bin/Debug/x64/SDL2.dll", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
NativeLibrary.TryLoad("bin/Debug/osx/libSDL2-2.0.0.dylib", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
NativeLibrary.TryLoad("bin/Debug/lib64/libSDL2-2.0.0.so.0", assembly, DllImportSearchPath.System32, out libHandle);
}
else
{
try
{
SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
AddDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
catch
{
// Pre-Windows 7, KB2533623
SetDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
Console.WriteLine($"----- no case for library load: {libraryName} ---------");
}
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}
Console.WriteLine($"----- no case for library load: {libHandle} ---------");
return libHandle;
}
}
}

View File

@ -2,7 +2,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net471</TargetFramework>
<TargetFramework>netcoreapp3.1</TargetFramework>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<PlatformTarget>AnyCPU</PlatformTarget>
<AssemblyName>project_name</AssemblyName>
@ -10,16 +10,16 @@
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<!-- Reference FNA, Nez, ImGui and Persistence projects. Optionally add a Farseer reference here and in the .sln file -->
<ItemGroup>
<ProjectReference Include="../FNA/FNA.csproj"/>
<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.csproj"/>
<ProjectReference Include="../FNA/FNA.Core.csproj"/>
<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.Standard.csproj"/>
<ProjectReference Include="../Nez/Nez.Persistence/Nez.FNA.Persistence.csproj" />
<ProjectReference Include="../Nez/Nez.ImGui/Nez.FNA.ImGui.csproj"/>
<!-- <ProjectReference Include="../Nez/Nez.FarseerPhysics/Nez.FNA.FarseerPhysics.csproj" /> -->
</ItemGroup>
<!-- Includes Nez default effects and textures -->
<ItemGroup>
<Content Include="../Nez/DefaultContent/FNAEffects/**/*.fxb">
@ -31,14 +31,14 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<!-- Include the Content directory (except for .fx files, since we use .fxb at runtime) -->
<ItemGroup>
<Content Include="Content/**/*.*" Exclude="**/*.fx; Content/Content-Goes-Here.txt">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<!-- Include the CompiledContent bin (MGCB output). Copy it to the Content folder in the build. -->
<ItemGroup>
<Content Include="CompiledContent/bin/DesktopGL/**/*.xnb">
@ -50,20 +50,21 @@
<None Remove="CompiledContent\bin\**"/>
<None Remove="CompiledContent\.*"/>
</ItemGroup>
<!-- MonoGames content pipeline needs this defined -->
<!-- optional: MonoGame's content pipeline needs this defined
<ItemGroup>
<MonoGameContentReference Include="CompiledContent\Content.mgcb"/>
</ItemGroup>
<Import Project="../MonoGameContent.targets"/>
-->
<PropertyGroup>
<IsOSX Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))' == 'true'">true</IsOSX>
<IsLinux Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))' == 'true'">true</IsLinux>
</PropertyGroup>
<!-- Copy fnalib directories to output -->
<ItemGroup>
<Content Include="..\fnalibs\x86\**\*.*" Visible="false" Condition="'$(OS)' == 'Windows_NT' AND '$(Platform)' != 'x64'">